371 lines
7.8 KiB
Plaintext
371 lines
7.8 KiB
Plaintext
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#include maps\_utility;
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#include common_scripts\utility;
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#include maps\_mgTurret;
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gunner_think( turret )
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{
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self endon( "death" );
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self notify( "end_mg_behavior" );
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self endon( "end_mg_behavior" );
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self.can_fire_turret = true;
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self.wants_to_fire = false;
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if ( !use_the_turret( turret ) )
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{
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self notify( "continue_cover_script" );
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return;
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}
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// clear it so that it can be set by record_enemy_sightings fresh
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self.last_enemy_sighting_position = undefined;
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thread record_enemy_sightings();
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forward = anglestoforward( turret.angles );
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ent = spawn( "script_origin", ( 0, 0, 0 ) );
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thread target_ent_cleanup( ent );
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// ent setmodel( "temp" );
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ent.origin = turret.origin + vector_multiply( forward, 500 );
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if ( isdefined( self.last_enemy_sighting_position ) )
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{
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// jump to the enemy sight position so we start "on target"
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ent.origin = self.last_enemy_sighting_position;
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}
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turret setTargetEntity( ent );
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enemy = undefined;
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for ( ;; )
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{
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if ( !isalive( self.current_enemy ) )
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{
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self stop_firing();
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self waittill( "new_enemy" );
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}
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self start_firing();
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shoot_enemy_until_he_hides_then_shoot_wall( ent );
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// do we still have an enemy?
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if ( !isalive( self.current_enemy ) )
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continue;
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// is he hiding from us?
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if ( self canSee( self.current_enemy ) )
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continue;
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// if so then try to find a new angle on him
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// find_a_new_turret_spot( ent );
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self waittill( "saw_enemy" );
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}
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}
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target_ent_cleanup( ent )
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{
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waittill_either( "death", "end_mg_behavior" );
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ent delete();
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}
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shoot_enemy_until_he_hides_then_shoot_wall( ent )
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{
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self endon( "death" );
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self endon( "new_enemy" );
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self.current_enemy endon( "death" );
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enemy = self.current_enemy;
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// shoot at the enemy while we can see him
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while ( self canSee( enemy ) )
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{
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// line ( enemy geteye(), ent.origin, (1,0,1), 1, 10 );
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angles = vectortoangles( enemy geteye() - ent.origin );
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angles = anglestoforward( angles );
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ent moveto( ent.origin + vector_multiply( angles, 12 ), 0.1 );
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wait( 0.1 );
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}
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if ( isplayer( enemy ) )
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{
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// shoot into the wall in the direction he exited our vision, then bring it back
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self endon( "saw_enemy" );
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eye = enemy geteye();
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angles = vectortoangles( eye - ent.origin );
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angles = anglestoforward( angles );
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units_per_second = 150;
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timer = distance( ent.origin, self.last_enemy_sighting_position ) / units_per_second;
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if ( timer > 0 )
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{
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ent moveto( self.last_enemy_sighting_position, timer );
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wait( timer );
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}
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// oldOrigin = get_suppress_point( self geteye(), ent.origin, ent.origin + vector_multiply( angles, 80 ) );
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org = ent.origin + vector_multiply( angles, 180 );
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oldOrigin = get_suppress_point( self geteye(), ent.origin, org );
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if ( !isdefined( oldOrigin ) )
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oldOrigin = ent.origin;
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ent moveto( ent.origin + vector_multiply( angles, 80 ) + ( 0, 0, randomfloatrange( 15, 50 ) * - 1 ), 3, 1, 1 );
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wait( 3.5 );
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ent moveto( oldOrigin + vector_multiply( angles, -20 ), 3, 1, 1 );
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}
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wait( randomfloatrange( 2.5, 4 ) );
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self stop_firing();
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}
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set_firing( val )
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{
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if ( val )
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{
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self.can_fire_turret = true;
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if ( self.wants_to_fire )
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{
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self.turret notify( "startfiring" );
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}
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}
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else
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{
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self.can_fire_turret = false;
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self.turret notify( "stopfiring" );
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}
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}
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stop_firing()
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{
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self.wants_to_fire = false;
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self.turret notify( "stopfiring" );
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}
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start_firing()
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{
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self.wants_to_fire = true;
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if ( self.can_fire_turret )
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{
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self.turret notify( "startfiring" );
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}
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}
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create_mg_team()
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{
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// the guys that spawn on the same frame and have "mgpair" get put together
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// when one dies, the other gets ANGRY
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if ( isdefined( level.mg_gunner_team ) )
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{
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level.mg_gunner_team[ level.mg_gunner_team.size ] = self;
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return;
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}
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level.mg_gunner_team = [];
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level.mg_gunner_team[ level.mg_gunner_team.size ] = self;
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waittillframeend;// so everybody who spawns in this frame can get in the team
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ent = spawnstruct();
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array_thread( level.mg_gunner_team, ::mg_gunner_death_notify, ent );
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array = level.mg_gunner_team;
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level.mg_gunner_team = undefined;// for the next team that spawns
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ent waittill( "gunner_died" );
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for ( i = 0; i < array.size; i++ )
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{
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if ( !isalive( array[ i ] ) )
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continue;
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array[ i ] notify( "stop_using_built_in_burst_fire" );
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array[ i ] thread solo_fires();
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}
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}
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mg_gunner_death_notify( ent )
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{
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self waittill( "death" );
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ent notify( "gunner_died" );
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}
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mgTeam_take_turns_firing( mgTeam )
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{
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wait( 1 );// wait for the guy to get on the turret
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level notify( "new_mg_firing_team" + mgTeam[ 0 ].script_noteworthy );
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level endon( "new_mg_firing_team" + mgTeam[ 0 ].script_noteworthy );
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for ( ;; )
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{
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dual_firing( mgTeam );
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solo_firing( mgTeam );
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}
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}
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solo_firing( mgTeam )
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{
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mgGunner = undefined;
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for ( i = 0; i < mgTeam.size; i++ )
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{
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if ( !isalive( mgTeam[ i ] ) )
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continue;
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mgGunner = mgTeam[ i ];
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break;
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}
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if ( !isdefined( mgGunner ) )
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return;
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// mgGunner solo_fires(); changed solo fires
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}
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solo_fires()
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{
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self endon( "death" );
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for ( ;; )
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{
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//self set_firing( true );
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self.turret startFiring();
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wait( randomfloatrange( 0.3, 0.7 ) );
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//self set_firing( false );
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self.turret stopFiring();
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wait( randomfloatrange( 0.1, 1.1 ) );
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}
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}
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dual_firing( mgTeam )
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{
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for ( i = 0;i < mgTeam.size; i++ )
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mgTeam[ i ] endon( "death" );
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a = 0;
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b = 1;
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for ( ;; )
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{
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if ( isalive( mgTeam[ a ] ) )
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mgTeam[ a ] set_firing( true );
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if ( isalive( mgTeam[ b ] ) )
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mgTeam[ b ] set_firing( false );
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c = a;
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a = b;
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b = c;
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wait( randomfloatrange( 2.3, 3.5 ) );
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}
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}
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spotted_an_enemy( ent, enemy )
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{
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self start_firing();
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// saw a new enemy
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self endon( "death" );
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self endon( "new_enemy" );
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enemy endon( "death" );
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while ( self canSee( enemy ) )
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{
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// line ( enemy geteye(), ent.origin, (1,0,1), 1, 10 );
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angles = vectortoangles( enemy geteye() - ent.origin );
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angles = anglestoforward( angles );
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ent moveto( ent.origin + vector_multiply( angles, 10 ), 0.2 );
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wait( 0.2 );
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}
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angles = vectortoangles( enemy geteye() - ent.origin );
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angles = anglestoforward( angles );
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units_per_second = 150;
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timer = distance( ent.origin, self.last_enemy_sighting_position ) / units_per_second;
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ent moveto( self.last_enemy_sighting_position, timer );
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wait( timer );
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oldOrigin = ent.origin;
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ent moveto( ent.origin + vector_multiply( angles, 80 ) + ( 0, 0, -25 ), 3, 1, 1 );
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wait( 3.5 );
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ent moveto( oldOrigin + vector_multiply( angles, -20 ), 3, 1, 1 );
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wait( 1 );
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self stop_firing();
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}
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get_suppress_point( origin, trace_start, trace_end )
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{
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traces = distance( trace_start, trace_end ) * 0.05;
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if ( traces < 5 )
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traces = 5;
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if ( traces > 20 )
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traces = 20;// cap it
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vectorDif = trace_end - trace_start;
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vectorDif = ( vectorDif[ 0 ] / traces, vectorDif[ 1 ] / traces, vectorDif[ 2 ] / traces );
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// print3d( origin, "*", (0,1,1), 1, 5, 240 );
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// print3d( trace_end, "*", (0,1,0), 1, 5, 240 );
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// print3d( trace_start, "*", (0,0,1), 1, 5, 240 );
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offset = ( 0, 0, 0 );
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hit_pos = undefined;
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for ( i = 0; i < traces + 2; i++ )
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{
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// print3d( trace_end + offset, "*", (1,0,0), 1, 5, 40 );
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trace = bullettrace( origin, trace_start + offset, false, undefined );
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if ( trace[ "fraction" ] < 1 )
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{
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// thread linetime( origin, trace["position"], ( 1,0,0 ), 10 );
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hit_pos = trace[ "position" ];
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break;
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}
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// thread linetime( origin, trace["position"], ( 0,1,0 ), 10 );
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// print3d( trace[ "position" ], "*", (1,1,0), 1, 5, 40 );
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offset += vectorDif;
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}
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return hit_pos;
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}
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record_enemy_sightings()
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{
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self endon( "death" );
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self endon( "end_mg_behavior" );
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self.current_enemy = undefined;
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for ( ;; )
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{
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record_sighting();
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wait( 0.05 );
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}
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}
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record_sighting()
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{
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if ( !isalive( self.enemy ) )
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return;
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if ( !( self canSee( self.enemy ) ) )
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return;
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self.last_enemy_sighting_position = self.enemy geteye();
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self notify( "saw_enemy" );
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if ( !isalive( self.current_enemy ) || self.current_enemy != self.enemy )
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{
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self.current_enemy = self.enemy;
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self notify( "new_enemy" );
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}
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}
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